Difference between revisions of "Equipment (Long War)"
Hawkeye2777 (talk | contribs) m (→Soldier Equipment: b15a) |
Hawkeye2777 (talk | contribs) m (→MEC and SHIV Equipment: b15a) |
||
Line 206: | Line 206: | ||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | ||
|-align=center | |-align=center | ||
− | |[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]'''Alloy Carbide Plating''' || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 || Heavy Floater Autopsy<br />MEC Warfare Systems || 70 || 32 || 0 || | + | |[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]'''Alloy Carbide Plating''' || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 || Heavy Floater Autopsy<br />MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || - |
|-align=center | |-align=center | ||
|[[Image: HEAT Ammo Long War.png|center|128x64px]]'''HEAT Ammo''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 || Alien Materials || 30 || 6 || 0 || 0 || 5 || - | |[[Image: HEAT Ammo Long War.png|center|128x64px]]'''HEAT Ammo''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 || Alien Materials || 30 || 6 || 0 || 0 || 5 || - | ||
Line 214: | Line 214: | ||
|[[Image: Counterfire Pod Long War.png|center|128x64px]]'''Counterfire Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 40 || Mechtoid Autopsy || 70 || 0 || 0 || 0 || 10 | |[[Image: Counterfire Pod Long War.png|center|128x64px]]'''Counterfire Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 40 || Mechtoid Autopsy || 70 || 0 || 0 || 0 || 10 | ||
|-align=center | |-align=center | ||
− | |[[Image: Damage Control Pod Long War.png|center|128x64px]]'''Damage Control Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 || SHIV Defenses || 50 || 10 || 5 || | + | |[[Image: Damage Control Pod Long War.png|center|128x64px]]'''Damage Control Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 || SHIV Defenses || 50 || 10 || 5 || 20 || 10 || - |
|-align=center | |-align=center | ||
|[[Image: Smartshell Pod Long War.png|center|128x64px]]'''Smartshell Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 || Experimental Warfare || 25 || 0 || 0 || 0 || 7 || - | |[[Image: Smartshell Pod Long War.png|center|128x64px]]'''Smartshell Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 || Experimental Warfare || 25 || 0 || 0 || 0 || 7 || - | ||
Line 226: | Line 226: | ||
|[[Image: Holo Targeter Long War.png|center|128x64px]]'''Holo-Targeter''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 || Drone Autopsy || 40 || 0 || 0 || 0 || 7 || - | |[[Image: Holo Targeter Long War.png|center|128x64px]]'''Holo-Targeter''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 || Drone Autopsy || 40 || 0 || 0 || 0 || 7 || - | ||
|-align=center | |-align=center | ||
− | |[[Image: Tactical Sensors Long War.png|center|128x64px]]'''Tactical Sensors''' || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 || Mechtoid Autopsy<br />MEC Warfare Systems || 75 || 0 || 0 || | + | |[[Image: Tactical Sensors Long War.png|center|128x64px]]'''Tactical Sensors''' || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 || Mechtoid Autopsy<br />MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer |
|-align=center | |-align=center | ||
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]'''Weapon Supercooler''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || - | |[[Image: Weapon Supercooler Long War.png|center|128x64px]]'''Weapon Supercooler''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || - | ||
Line 244: | Line 244: | ||
|[[Image: Autoloader_Long_War.png|center|128x64px]]'''Incinerator Module''' || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium<br />MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || - | |[[Image: Autoloader_Long_War.png|center|128x64px]]'''Incinerator Module''' || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium<br />MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || - | ||
|-align=center | |-align=center | ||
− | |[[Image: The Thumper Long War.png|center|128x64px]]'''The Thumper''' || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems<br />MEC Warfare Systems || 70 || 30 || 20 || | + | |[[Image: The Thumper Long War.png|center|128x64px]]'''The Thumper''' || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems<br />MEC Warfare Systems || 70 || 30 || 20 || 2 || 7 || - |
|-align=center | |-align=center | ||
− | |[[Image: Battle Computer Long War.png|center|128x64px]]'''Battle Computer''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 || Sectopod Autopsy<br />MEC Warfare Systems || 250 || 30 || 10 || | + | |[[Image: Battle Computer Long War.png|center|128x64px]]'''Battle Computer''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 || Sectopod Autopsy<br />MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer |
|-align=center | |-align=center | ||
|[[Image: Elerium Turbos Long War.png|center|128x64px]]'''Elerium Turbos''' || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 || Elerium<br />Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || - | |[[Image: Elerium Turbos Long War.png|center|128x64px]]'''Elerium Turbos''' || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 || Elerium<br />Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || - |
Revision as of 10:19, 11 March 2015
This page may be outdated. It is up-to-date for version b15. The latest version is 1.0. |
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.
- Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.
- Each carried item has weight, and reduces the soldier's mobility by 1 per weight (a soldier's base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.
- An item slot can be cleared with the "empty hand" button in the item slot.
Note that many items listed require Foundry projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn without ending the turn (e.g. a Support may throw a Smoke Grenade and then perform another action).
Soldier Equipment
Protective Items
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.
Thrown Devices
There is nothing new in this category on first glance yet you will probably want to bring at least one Battle Scanner on missions since they not only reveal pods but also cloaked enemies. That makes them a lifesaver against Seeker swarms.
Grenades
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer.
Ammunition and damage enhancing equipment
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons' damage reduction ability, so in essence you will inflict always a -2 to the enemy's damage reduction.
Optics and weapon attachments
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.
Miscellaneous Items
Various items and curiosities that could make your life easier or harder, depending on how you use them.
EXALT HQ Loot
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt.
MEC and SHIV Equipment
Perk Granting Equipment
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.
Miscellaneous Equipment
Here you will find various items designed to give your mechanized units more pronounced attributes.